This TAS was created for fun and as a PoC that it's possible to finish Untitled Goose Game in less than 2 minutes. For this version time is 1:59.7 (starting from initializing the game start by first honk and finishing by outro music)
Technical setup
Ubuntu 20.04.3 LTS (native)
Nouveau display driver
libTAS v.1.4.2
Non-official native port of Untitled Goose Game v. 1.0.8 (pre-multiplayer patch). General information about porting Unity games on Linux platform is available in English and Russian
It's recommecded to launch released movie with started encode only as it affects game behavior. Run will be not finished without encoding enabled from the start!
TAS uses Blink Launch insted of Blink Clip as it pushes Goose a bit further and resolves a problem of dropping the boot somewhere
TAS doesn't use Fancy Jump clip as it makes Pub reentry more consistent for RTA runs, but we can just perform perfect reentry without additional wiggling
For Timmy climb (just before bell grab) TAS doesn't need to slide onto the mini-church platform, it's enough to get the necessary height and turn around while grabbing the bell
CasualPokePlayer: Unable to sync so far. Requesting author provide hashes for all game files used in this submission, along with detailed notes on configurations used (in LibTAS, in game, and any sort of command line options used).
CasualPokePlayer: After a lot of effort, we simply are unable to sync this tas. A newer version of libTAS might be able to create a syncable TAS, but as we can't expect a resync soon, this TAS will be rejected. Sorry.
Joined: 10/12/2011
Posts: 6439
Location: The land down under.
The first thought I had was "how would this compare to 2 player?"
The second thought I had was JINGLE BELLS, JINGLE BELLS. JINGLE ALL THE WAY! OH WHAT FUN IT IS TO RIDE. IN A ONE-HORSE OPEN SLEIGH, HEY!
Anyways, have a bell. 🔔
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Honk vote! Errr I mean yes vote!
I don't know which of these tricks are TAS-only or not, but I still liked how glitch-heavy the run is. Climbing up the side of a wall was especially fun to see. I'd appreciate some details in the submission text explaining how these glitches work though.
Loved it. TAS Goose is unstoppable.
For comparison, the RTA is 2:05.9 seconds, so 5 seconds slower than this TAS. https://www.speedrun.com/goose/run/m37250wz
It looks like the same route, but the RTA runner has trouble getting the clips. (They're all brutal finicky physics shit to my understanding.) I didn't measure to find out if this TAS also saved time during non-clip sections.
Hello! Thanks for your feedback!
2 players any% is slower due to playing in one screen mode requires to repeat some of glitches twice or perform a slower glitch in parallel (see https://www.youtube.com/watch?v=-_HjZoL2zU4 for reference)
Tricks aren't TAS-only, just performed with tight timing. RTA runners specially note the final clip as it really looks like goose coming through the fence without stopping.
I've updated description with link to the RTA run guide which contains glitches descriptions and videos in more detailed way
This run is everything I hoped it would be since I first saw the speedrun route. I am very happy that great recent games like this can be TASed, and glitched so heavily. I also thought your entertainment (honking) was perfectly timed. HONK! YES vote!
So this submission has run into a major road block. I am finding it impossible to find the specific version of the game this TAS uses on any game store I could find. Steam and Itch.io do not have this early of a version available (the earliest version was the one that added co-op), and the Epic Games Store as far as I know doesn’t let you download older versions of games. I am going to message the Devs for this game and ask if I can obtain this specific version.
[14:15] <feos> WinDOES what DOSn't
12:33:44 PM <Mothrayas> "I got an oof with my game!"
Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet
MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish
[Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person
MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol
Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
I'm sorry for giving you extra trouble. The unofficial port update came out after I started doing TAS and I had difficulties when I tried to transfer the current progress to the new version. Launching new version using Steam + Proton leaded to the Unity error report
Quality game with quality TAS. Obvious yes vote. I was sold after wallclipping with butt front.
I guess these wallclips are improvable since this TAS sometimes does it in 1, 2(early garden), 4 (castle) steps or with a different method (butt front wall clip).
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
So I've managed to obtain a copy of v1.0.7. I don't know if this will sync or not, but even so it seems to have issues with the self porting process. If it's launched as is, it complains about unknown renderer 2 (presumably some directx renderer) and says it can't find any supported renderers. If I force it to OpenGL or Vulkan with command line arguments, it can get past that but fails on PlayerInitEngineGraphics and thus crashes.
Not sure what I've done wrong, other than there are some details with this porting you have not clarified. That or I've done this very wrong shrug.
I've ended up able to obtain a copy of 1.0.8 and having a working Linux port. Although it ends up just desyncing for me on the first gate clip, not sure what's wrong, I've followed everything in the submission notes.
EDIT: This ends up syncing past that clip on my WSL2 install, but it desyncs later. Forcing rendering to the main thread also desyncs the TAS at that first gate clip. Changing resolution, screen quality, and renderer shows no difference for sync. Might be a nightmare to even sync this movie (thanks Unity).
Hello! I've tried to collect all the information I have.
libTAS v.1.4.2 launched by "libTAS" command without additional arguments.
All of the libTAS settings and encoding process with that settings: https://www.youtube.com/watch?v=pT8AissIM_4
- Forgot to show "File" section. Executable settings are empty
Game settings - https://imgur.com/a/Jhy0TgU
MD5 for all files in game directory - https://pastebin.com/wJVTFEgH
Please let me know if any additional information is required
Seems like our game files are perfect matches, so there aren't any issues there.
Matching all the settings shown still leads to the same desyncs... this TAS seems to just be extremely system dependent (thanks Unity). If no one else can sync it, it will have to be rejected :(
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
I'll try it within a week.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
I've been running it for 6 hours straight with all the tweaks I could think of. Never got this clip to work
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
This clip is not TAS specific and can be done by RTA runners on both 1.0.8 and current patch. Here is video tutorial with inputs: https://youtu.be/aCcPKK2p0og?t=57
For this movie, I would try to add/cut frames before boot grab at the moment when goose's neck is turned to sync this clip.
Let me know if I can help in any way
Ok so from my testing, I discovered a few things.
if libTAS is not paused at the beginning and it starts playing back the game, there's a random chance that it wont boot up the game on the correct frame. In order to get the first A button press to work, you need to manually slow down libTAS for it to load the proper thread, which if sucessful will start the game on frame 58.
After that, you get to the title screen and it can select a file, but then you need to make sure the playback is slow enough so the save game screen has the text disappear around frame 360, this WILL NOT HAPPEN if you dont pause playback around that area, and manually frame advance. if done correctly, Goose will honk at the right time, otherwise if you dont do this, Goose will either honk while still in the bush, or just never come out at all.
After that however, the game is still not getting past the first fence clip, despite being able to reach it with the boot. So I'm not sure what's the deal with that.
Edit: as a note, this was tested on my WSL2 setup on Windows 11.
[14:15] <feos> WinDOES what DOSn't
12:33:44 PM <Mothrayas> "I got an oof with my game!"
Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet
MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish
[Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person
MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol
Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Did some testing myself, and it definitely seems using the command-line option -force-gfx-direct (which forces rendering onto the main thread) makes the game much more deterministic (to be expected from Unity games) and makes loads consistent. Without it, loads seem to just be inconsistent between multiple runs.
Due to this, I'm requesting the author resync this submission using this option (simply put -force-gfx-direct in the "Command-line options" field, this field is right below the "Game executable" field).
Could you please check that movie if you have a time? https://tasvideos.org/UserFiles/Info/637813157722443825
It's partly synced run that allows to perform part of run till 43rd second (getting out of pub). If that works for you, I'll finish syncing
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Desyncs in the same place for me. I want to suggest also enabling "Runtime -> Busy loop detection". It may make dumping and software renderer unnecessary for replay but feel free to have both enabled. Also what resolution are you using for the resync? 1280x720?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
With busy loop detection I'm getting black screen. Game just doesn't start. Without this option checked game launches like a charm.
Resolution is 1280x720
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Try just waiting longer.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.